XR Training Designer · Author · Former Enterprise Design Lead

YOUR TRAINING
IS WORKING
BORING
THEM TO DEATH

Employees forget 90% of traditional training within a month. The problem isn't your content. It's that nobody made it fun. I fix that.

Experience with Fortune 500 Telecom Big 4 Consulting Financial Services Insurance XR Platforms
90%
Forgotten within a month
with traditional training
Faster completion
with VR vs classroom
80%
Of gamified training programs
still fail. Poor design.
275%
More confident applying skills
after VR training (PwC)
Work that reached these organizations and many more
Accenture Deloitte AT&T Meta Cornerstone Farmers Insurance PwC Pearson
Joe Mares

JOE MARES.
THE FUN EXPERT.

I've spent 20 years making things fun: games, VR experiences, themed attractions, and enterprise training. I named League of Legends. I built Jurassic World VR. I deployed a controller-free VR haunted house to 30+ countries that won USA Today's Best Theme Park Halloween Event. And I led experience design at an enterprise XR studio later acquired by Cornerstone OnDemand, building the workflow and modular template system from scratch that became their immersive learning platform.

The common thread across all of it: I know how to make things fun. Not as intuition. As a repeatable, documented process. That process is Blueprint for Fun. And it's the reason the training I design doesn't just get completed. It gets replayed.

Former teacher. CES Innovation in Gaming Award winner (St. Noire, 2020). Walt Disney Imagineering. Los Angeles, CA.

Work With Me → LinkedIn →

XR TRAINING HAS A
FUN PROBLEM

The technology works. The retention numbers are real. But 80% of immersive training programs still fail to deliver. The people building them don't know how to make them fun.

😴
Built by L&D. Designed to comply.
Most enterprise XR training is built by instructional designers who understand learning objectives but have never made anything someone chose to engage with. The result is a click-through experience in a headset. Technically immersive. Functionally boring.
🎮
Built by devs. Missing the soul.
XR development studios know how to build. They don't know how to design for emotion, tension, reward, and the psychological mechanics that make people want to keep going. They bolt on game elements as an afterthought. It doesn't work.
🧠
Fun is the fix. But it takes two skill sets that almost never exist in the same person.
The people who know learning don't know fun. The people who know fun have never touched enterprise. To make training that actually sticks, you need someone who has shipped real games, built real immersive experiences, and delivered real XR training at scale for Fortune 500 clients. That is a very short list.
📉
Your ROI is evaporating.
You spent $50K to $200K building an XR training experience. Your employees used it once. Completion rates are low. Nobody's asking for it back. The investment looks bad. This is not a budget problem. It is a design problem that happened upstream, before a single line of code was written.
"YOU'RE NOT GONNA LEARN ANYTHING IF YOU'RE NOT PAYING ATTENTION TO WHAT YOU'RE EXPERIENCING."
Bob Gerard, Director of Learning Ingenuity, Accenture · Harbinger of Fun Podcast

THE CASE STUDY
THAT SAYS IT ALL

Client
Fortune 500
Telecom
  • Deployed to 50,000+ learners across 5 business units
  • Voluntary usage. Employees came back without being asked.
  • Previous app: engagement in the gutter. This one: the opposite.
  • One project generated 5 follow-on contracts
Step 01 / Diagnosis
They Asked for a Script Trainer. I Found a Turnover Problem.

The brief was simple: build a VR app to teach cold-calling scripts to customer service reps. The script was long. Nobody was reading it. But when I interviewed frontline managers and the reps themselves, that wasn't the real problem.

The real problem was turnover. New hires were quitting because they spent their first weeks absorbing nothing but angry customers who didn't want to be cold-called. They weren't prepared emotionally. The script was the symptom. Burnout was the disease.

Step 02 / Reframe
Don't Teach the Script. Normalize the Customer.

Instead of building a script memorization app, I designed an experience that desensitized reps to hostile customers. Made it a game, made it fun, made it challenging in a way that felt like play. The script was woven into the mechanics. You couldn't win without learning it. But learning it wasn't the point. Surviving the customer was.

Step 03 / Outcome
Employees Played It. Voluntarily.

The previous training app had engagement rates in the gutter. This one, employees used on their own time. Turnover improved. The design was so well-received internally that a single project turned into five contracts across five business units. 50,000 learners total. The platform I built the template for was later acquired by Cornerstone OnDemand, one of the largest corporate learning platforms in the world.

HEARD IT FROM
THE SOURCE

Three conversations from the Harbinger of Fun podcast. A game design professor. Accenture's head of learning R&D. The founder of Atari. All landed in the same place.

Harbinger of Fun Podcast · Bob Gerard, Director of Learning Ingenuity, Accenture

Bob Gerard / Accenture

"We work on making learning fun. You're bringing the fun to learning and I'm bringing the learning to fun. We'll meet in the middle."

Joe Mares

"Making learning fun is probably the hardest thing to do in design."

Bob Gerard / Accenture

"It is. It's challenging, yeah."

Listen to the Full Episode →

Harbinger of Fun Podcast · Jesse Schell, Carnegie Mellon University · Author, The Art of Game Design

Jesse Schell / Carnegie Mellon

"When people feel like they're the ones making the discovery, they own it. When you just tell them the fact, you took away their ability to discover it for themselves."

Joe Mares

"I'm writing a book called Blueprint for Fun. Four steps on how to make a product fun. The last step is discovery specifically."

Jesse Schell / Carnegie Mellon

"That makes sense."

Listen to the Full Episode →

Harbinger of Fun Podcast · Nolan Bushnell, Founder of Atari and Chuck E. Cheese

Joe Mares

"I spent the last 12 years specifically trying to answer the question of what makes something fun. The very end of it is learning. It's tension cut by discovery. And when I got to that conclusion, I was upset because school is supposed to be all about learning and it wasn't fun at all."

Nolan Bushnell / Founder, Atari

"Joe is actually a bit of a savant. He sounds like a podcast interviewer here, but he actually has some serious technical chops."

Listen to the Full Episode →
From the team that built the work
"He understands that people do their best creative work when they feel supported, safe, and challenged. It is simple in concept but hard to execute. If it turns out that we do live in a simulation I hope the multiverse hires Joe for the redesign."
Emily Brout
Consultant, Vantage Partners / Former Talespin
"Joe was and remains the best manager I have had in my decade long career. He leads with trust and empathy, communicates with clear vision and expectations, and fosters a sense of unity and collaboration. I witnessed the most substantial growth in my skills and competencies than experienced at any other point in my career."
Kristin Torrence
AI Product Manager, Innovation Learning Engineer, Immersive Simulations / Former Talespin
"His expertise as a game designer and wealth of knowledge and creativity set Joe apart. We collaborated closely with cross-functional teams to develop VR professional training modules and client enablement training on an AI-enabled no-code XR content creation tool."
Trace Hagan
Learning Experience and Product Designer, Talespin

FUN ISN'T SOFT.
IT'S MEASURABLE.

The business case for making training fun is overwhelming. The problem is almost nobody knows how to actually do it.

90%
Completion rate for gamified training vs 25% for non-gamified training
Source: Continu / BuildEmpire
80%
Knowledge retained after one year with VR training vs near-total loss with traditional methods
Source: PwC / Accenture
40%
Increase in long-term retention with gamified learning vs traditional e-learning
Source: Int'l Journal of Education in Mathematics, Science & Technology, 2024

The caveat: 80% of gamification programs still fall short. Organizations use surface-level mechanics (badges, leaderboards) without designing for the behavioral outcomes underneath. That's the design problem I solve.

THREE WAYS TO
FIX YOUR TRAINING

You've already invested in XR or you're about to. Let's make sure that investment actually works. Fun is what separates the 20% of XR training that sticks from the 80% that doesn't.

1-Week Turnaround
XR Training Fun Audit

I evaluate your existing or in-development XR training experience through the lens of the Blueprint for Fun framework. You get a clear diagnosis of why engagement is low, what's broken in the experience design, and a prioritized roadmap to fix it. Before you spend more building the wrong thing.

  • Full experience flow & engagement analysis
  • Learner psychology & motivation review
  • Game mechanics assessment against learning objectives
  • Written report with prioritized, actionable fixes
  • 1-hour follow-up call to walk through findings
$4,500
For L&D teams, HR leaders, and XR studios whose training isn't landing the way it should.
Book Your Audit →
Ongoing Partnership
Fractional XR Creative Director

I embed as your ongoing creative authority for XR training: reviewing builds, guiding decisions, and making sure the experience never drifts into tech demo territory. The person in the room who asks "but is it fun?" every single week, and knows exactly what to do when the answer is no.

  • Weekly 90-minute creative direction sessions
  • Priority async access between sessions
  • Build reviews against engagement benchmarks
  • Stakeholder communication & ROI framing support
$10,000 / mo
For studios and enterprise L&D teams mid-build who need a design authority without a full-time hire.
Let's Talk →
Need a keynote or workshop on making learning fun?
Speaking engagements, team workshops, and L&D conference keynotes available.
Inquire About Speaking →

BLUEPRINT FOR FUN
THE FOUR LAWS

Fun isn't a feeling. It's a structure. Every experience that makes people want to keep going. From League of Legends to a VR training module that employees actually replay runs on the same four mechanics.

01
Resonate
The experience has to mean something to the person inside it. Not to the org. Not to compliance. To the learner. If they can't see themselves in it, they're out before it begins.
02
Engage
Engagement isn't passive attention. It's active participation. The learner has to be making decisions, taking risks, and feeling the consequences. That's how information becomes memory.
03
Create Tension
Tension is the engine of fun. Without something at stake, there's nothing to care about. The cold-calling app worked because losing felt real. That is what made winning feel earned. That is what made the training stick.
04
Discovery
Discovery is not surprise. Surprise can be anything. Discovery is earned. It is learning the answer the tension was built around. It is realizing the world is bigger than you knew. You get a dopamine hit because you just increased your survivability. That is why it sticks. That is why it is fun.
Read the Full Framework in the Book →

RIGHT FOR YOU IF
ANY OF THIS FITS

🏢
L&D / HR Leaders
  • You've invested in XR training and it's underperforming
  • Completion rates are low, voluntary usage is zero
  • You need to justify the spend to leadership
  • You're planning your next training build
🔬
XR Development Studios
  • You build great experiences but clients say it's "not engaging enough"
  • You want a creative director with enterprise and entertainment credits
  • You need someone who speaks both L&D and game design fluently
🚀
Innovation Teams
  • You have a mandate to modernize training with XR
  • You're starting from zero and need to build it right
  • You want proof of concept before committing the full budget
  • You need to make the ROI case to leadership
// The Framework, in Print

BLUEPRINT
FOR FUN

The definitive framework for making any experience: training, game, product, or activation genuinely fun. Not gamified. Not "engaging." Fun. There's a difference, and this book explains exactly what it is.

  • Why most gamified training fails, and what the structure of fun actually looks like
  • The four mechanics that underlie every experience people return to
  • How Clarity, Engage, Tension, and Discovery work as a sequence you cannot break apart
Get the Book on Amazon →

IN THE
CONVERSATION

// Speaking
// Podcast Appearances
Listen to My Own Podcast on Spotify →

COMMON
QUESTIONS

What does "making training fun" actually mean?
It means designing the learning and the game mechanics as a single unified experience. Not bolting leaderboards onto a compliance module. When the mechanics and the learning share the same emotional structure, people engage voluntarily, retain far more, and come back without being asked. That's what Blueprint for Fun is built to achieve.
We already have an XR training platform. Can you still help?
Yes. Most platforms are technically capable but experientially broken. They deliver information without delivering engagement. The audit is designed exactly for this situation: I evaluate what you have, tell you what's killing engagement, and give you a prioritized roadmap to fix it. The platform doesn't need to change. The design does.
We haven't started building yet. Is that too early?
It's the ideal time. The Experience Design Intensive is designed for pre-build you get the full experience architecture before a dollar is spent on development. This is how you avoid spending $100K on something employees use once.
Do you only work on XR, or can you help with non-VR training?
Blueprint for Fun applies to any format where engagement matters VR, AR, desktop e-learning, mobile, scenario-based simulations. The principles don't care what the delivery mechanism is. If the goal is to make someone want to keep engaging, I can help.
How do I justify this spend to my leadership team?
The ROI case is straightforward: employees forget 90% of traditional training within a month. Gamified training has a 90% completion rate vs 25% for standard e-learning. VR-trained employees retain 80% of knowledge after a year. If your current training isn't hitting those numbers, the cost of fixing it is small compared to the cost of your employees not retaining what you're paying to teach them. I can also help you frame that case internally if needed.
READY TO BUILD
TRAINING THEY ACTUALLY WANT?

One conversation is enough to know if I can help. No pitch deck required. Just tell me what you are building.

Book a Free Call → Read the Book First
josephmares@gmail.com · Los Angeles, CA · Available worldwide for remote engagements